Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▼
Source
Armor of vulnerability - plate (slashing),
rare
DDHC-TYP-White Plume Mountain
Show
Ring of protection
rare
DDHC-TYP-White Plume Mountain
Show
Necklace of prayer beads
rare
DDHC-TYP-White Plume Mountain
Show
Notes:
One of each
One of the three weapons
legendary
DDHC-TYP-White Plume Mountain
Show
Iron Bands of Bilarro
rare
DDAL-DRW01 Breaking Umberlee’s Resolve
Show
Cube of Force
rare
DDEP06-02 Return to White Plume
Show
Ioun Stone of Protection
rare
DDEP06-02 Return to White Plume
Show
Prehistoric Figurine of Wondrous Power, Pyrite Plesiosaurus
uncommon
Service awards : uncommon - Pyrite Plesiosaurus
Show
Notes:
Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.
As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Pyrite Plesiosaurus. This figurine becomes a plesiosaurus for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 4 days have passed.
While you are riding the plesiosaurus, you can use it to cast water breathing at will.
Rod of the Pact Keeper +3
very_rare
DDAL05-18
Service awards : Very Rare : rod of the pact keeper +3
Show
Ring of Spell Storing (Harmonious)
rare
DDAL4-08
Trade Log
Show
Notes:
The ring it appears to be a plain gold band, though tarnished and chipped. When the wearer casts an arcane spell they feel cold and faint of breath (an unsettling experience that causes no damage or condition change). A character may attune to this item in 1 minute.
Wand of Magic Detection
uncommon
CCC-MELB-01, A Single Tearfal
Show
Notes:
This wand was crafted from the iridescent shell of the newly hatched Faerie Dragon, Hugh Fearnheart. The sound of wind chimes can be heard whenever it is used.
Figurine of Wondrous Power (Ivory Goats)
rare
CCC-BMG-16 ELM 1-1 The Sage of Cormanthor
Show
Notes:
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.
The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.
The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a lance, +1, and the other becomes a longsword, +2. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.
WAND OF FIREBALLS
rare
BMG-DRWEP-OD-01 The Enemy of My Enemy
Show
Notes:
Wand, Rare (Requires Attunement by a Spellcaster)
This black wand has red veins that look like little antlers. It is warm to the touch, as if the embers of hell are burning underneath its surface.
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. This item is found in the Dungeon Master’s Guide.
MOON SICKLE +2
rare
BMG-DRWEP-OD-01 The Enemy of My Enemy
Show
Notes:
Weapon (Sickle), Rare (Requires Attunement by a Druid or Ranger)
A glowing platinum arabesque graces both sides of the sickle. The hilt is made of polished ivory and carved in the likeness of a beautiful dryad. This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon’s rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. This item is found in Tasha’s Cauldron of Everything.
EARRING OF MESSAGE
common
BMG-DRWEP-OD-01 The Enemy of My Enemy
Show
Notes:
Wondrous Item, Common
The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.
One Rare Magic Item
rare
DDHC-KGV-07 Axe from the Grave
Show
Notes:
One Rare Magic Item of your choice. This item must be found in the Dungeon Master’s Guide (DMG), Tasha’s Cauldron of Everything (TCE), or Xanathar’s Guide to Everything (XGE) and may not be an item that increases or changes an ability score or grants any number of wishes.
Tome of Leadership and Influence
very_rare
Service awards : 1 very rare 1 rare 1 common
Show
Periapt of proof against poison
rare
Service awards : 1 very rare 1 rare 1 common
Show
Clockwork Amulet (Guardian property)
common
PS-DC-SS
Service awards : 1 very rare 1 rare 1 common
Show
Name | Rarity | Location | Table | Result ▼ | Source | |
---|---|---|---|---|---|---|
Armor of vulnerability - plate (slashing), | rare | DDHC-TYP-White Plume Mountain | Show | |||
Ring of protection | rare | DDHC-TYP-White Plume Mountain | Show | |||
Necklace of prayer beads | rare | DDHC-TYP-White Plume Mountain | Show | |||
Notes:
One of each |
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One of the three weapons | legendary | DDHC-TYP-White Plume Mountain | Show | |||
Iron Bands of Bilarro | rare | DDAL-DRW01 Breaking Umberlee’s Resolve | Show | |||
Cube of Force | rare | DDEP06-02 Return to White Plume | Show | |||
Ioun Stone of Protection | rare | DDEP06-02 Return to White Plume | Show | |||
Prehistoric Figurine of Wondrous Power, Pyrite Plesiosaurus | uncommon | Service awards : uncommon - Pyrite Plesiosaurus | Show | |||
Notes:
Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world. As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Pyrite Plesiosaurus. This figurine becomes a plesiosaurus for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 4 days have passed. |
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Rod of the Pact Keeper +3 | very_rare | DDAL05-18 | Service awards : Very Rare : rod of the pact keeper +3 | Show | ||
Ring of Spell Storing (Harmonious) | rare | DDAL4-08 | Trade Log | Show | ||
Notes:
The ring it appears to be a plain gold band, though tarnished and chipped. When the wearer casts an arcane spell they feel cold and faint of breath (an unsettling experience that causes no damage or condition change). A character may attune to this item in 1 minute. |
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Wand of Magic Detection | uncommon | CCC-MELB-01, A Single Tearfal | Show | |||
Notes:
This wand was crafted from the iridescent shell of the newly hatched Faerie Dragon, Hugh Fearnheart. The sound of wind chimes can be heard whenever it is used. |
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Figurine of Wondrous Power (Ivory Goats) | rare | CCC-BMG-16 ELM 1-1 The Sage of Cormanthor | Show | |||
Notes:
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
|
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WAND OF FIREBALLS | rare | BMG-DRWEP-OD-01 The Enemy of My Enemy | Show | |||
Notes:
Wand, Rare (Requires Attunement by a Spellcaster) This black wand has red veins that look like little antlers. It is warm to the touch, as if the embers of hell are burning underneath its surface. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. This item is found in the Dungeon Master’s Guide. |
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MOON SICKLE +2 | rare | BMG-DRWEP-OD-01 The Enemy of My Enemy | Show | |||
Notes:
Weapon (Sickle), Rare (Requires Attunement by a Druid or Ranger) A glowing platinum arabesque graces both sides of the sickle. The hilt is made of polished ivory and carved in the likeness of a beautiful dryad. This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon’s rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. This item is found in Tasha’s Cauldron of Everything. |
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EARRING OF MESSAGE | common | BMG-DRWEP-OD-01 The Enemy of My Enemy | Show | |||
Notes:
Wondrous Item, Common The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn. |
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One Rare Magic Item | rare | DDHC-KGV-07 Axe from the Grave | Show | |||
Notes:
One Rare Magic Item of your choice. This item must be found in the Dungeon Master’s Guide (DMG), Tasha’s Cauldron of Everything (TCE), or Xanathar’s Guide to Everything (XGE) and may not be an item that increases or changes an ability score or grants any number of wishes. |
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Tome of Leadership and Influence | very_rare | Service awards : 1 very rare 1 rare 1 common | Show | |||
Periapt of proof against poison | rare | Service awards : 1 very rare 1 rare 1 common | Show | |||
Clockwork Amulet (Guardian property) | common | PS-DC-SS | Service awards : 1 very rare 1 rare 1 common | Show |